Warning: Trying to access array offset on null in /var/www/html/base_dbid.php on line 93
Deprecated: str_replace(): Passing null to parameter #3 ($subject) of type array|string is deprecated in /var/www/html/base_dbid.php on line 93
Update #71 follows on a big weekend with the TRUCK JOB heist hitting the streets and so many new Knights joining the New Boston zone. We're excited to return to the regular update schedule this week and smash some fixes, smash your F10s and smash on to the next heist release.
Sorry about the big download size on this one. The build server had a caching issue and the only way to move forward was to flush it and the build size suffered for it.
If you're liking the game, the pace of updates and our style of Early Access, please take a minute to leave a review!
https://store.steampowered.com/news/app/1021210/view/4176599795022391616
We've also started a new community challenge this week to see your best multi-class builds! This one is a lot of fun to test out new things and new metas that maybe haven't been explored before. You in?
Truck Job Floaters
If you were running the TRUCK JOB and saw the mechanized infantry simply "floating" through stuff, you weren't the only one. Scary, right! Well, now fixed.
Retargeting Annoyances
We've rebuilt how a character steps out around cover to give the character more options (now 8 options instead of just 4) which will help you get the best sight lines to enemy targets or when trying to get a good Overwatch cone setup. This also has a big impact on any time that the targeting got confused when planning movement (saying that you could hit 1 in the bottom left but when you got there it was 0). This was due to the less step out spots and allowing the step out spots to be influenced by rotation. Technicalities, but big ones! And finally, this fix fully resolves all of the annoyances around retargeting that were going. Sometimes, when trying to shoot an enemy multiple times in a row, suddenly you'd be stuck with an "No Sight Line" result until you hit ESC or reclicked on them, or you'd just lose the targeting altogether. These issues are now fixed, thankfully.
Biomimic and BioScan Fields
We fixed the issue with the Scourge's Biomimic bug that was not always working in a Bio-Scan Field, depending on the ordering of who entered the field last. Now it always works and a Biomimic'd Scourge is excluded for any and all merc counts.
Enemy Spawning
We've resolved the issues with enemy spawnng in odd positions and rotations, kind of a bad jumble. They are back to being nicely organized and fanned out from the main spawn location. Only if they need to find other locations due to something blocking them will they get more organic.
Enemy Spinning
Sometimes the enemy AI would just start a rotation action and not really try to turn much or at all. This kind of twitchy is now cut out completely and the enemies will only go for a rotation action when it is sensible. It looks nicer and actually cuts down on a good deal of thinking cycles and raycasting required every time a turn was done.
Pathing and Lighting Issues
There are a few types of textures we are fighting in certain levels -- usually paper on the ground -- that can in some cases be painted with a white background. We're working through addressing these as they are new bugs caused by the new lighting engine. We'll get them all fixed soon. We also fixed a number of odd pathing issues in the Forward Op mission map[.
Typos and Duplicate Journal Entry
We fixed a heap of typos and also a duplicate entry in the journal for Water Desalination. Thanks to the F10 crew for posting these up!
v1.5.7 - 4/84/2024
- New Power Button Eyes option - Fixed issue with mechanized infantry in Truck Job walking/running through objects - Fixed issues where sometimes target or sight line would be lost after making attack on a target until canceled / retargeted - Fixed bug with Scourge's Bio-Mimic not deceiving BioScan Field if Scourge is the last merc to enter - Improved AI behavior to avoid repeated rotations that sometimes don't go anywhere - Fixed issue with start enemy positions for reinforcements not being well organized - Fixed duplicate lore text paragraphs in Water Treatement and Desalination section of journal - Fixed odd pathing issues in Forward Op mission map
Cyber Knights: Flashpoint
Trese Brothers Games
Trese Brothers Games
2022
RPG Singleplayer
Game News Posts 244
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(507 reviews)
http://www.tresebrothers.com/cyberknights.html
https://store.steampowered.com/app/1021210 
[0 B]
- Turn-based Tactics: Deep and tactical gameplay using a turn-based, gridless third-person combat simulator. Cover! Overwatch! Recoil!
- Dynamic Cyberpunk Story: Unique interwoven narrative with depth, meaningful player choices and hundreds of hours of gameplay
- Sophisticated Missions: Combine stealth, hacking and combat across multi-stage missions. Gain pre-mission advantages from Contacts
- Endless of Builds: Experiment with endless combos of Jobs, cyberware, weapons and gadgets to build the perfect team
- Evolving Characters: Your team evolves as the story, your choices and battle leave lasting wounds, add Traits and threaten to strip their humanity
- Safehouse Base Building: Construct a custom safehouse and upgrade rooms such as weapon shop, hund kennel and medical bay.
Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.
The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).
And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.
The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.
We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
[ 5922 ]
[ 987 ]